Do i want to use the “Async " one or the callback one? I mean i only need one slot and one node to call each a save and load , like " save game world " , and " load game world” . right?
Also i should be able to put the initial nodes " save game world " and “load game world” , right on just the parent AI bp , right? All the other AI are childs of the parent. And tie those nodes in to the code , like after the character is possessed ?
If you are a beginner, you do not want to use Async functions at first.
Async programming for some people is really hard to understand, it’s a good thing to edit your Slot class to run as “Synchronous” process as well, then you slowly adapt to async mode when you feel confident.
The system assumes that you understand programming when you use Async methods, and I don’t really have time to teach how to use Unreal Engine in general.
All I can do is support with how the plugin works, but I can’t help with how to work with Unreal Engine in general.
Ok , so i got the AI staying gone , problem is i am using SGK v2 asset and it already has a main menu and saves everything except the AI, so i was hoping to use Savior for just the AI and so i can only really put the savior save game world and load game world nodes on SGK widget on save and load , but it screws up the whole game that way because its like 2 different saves and loads are happening at the same time. But i cant have 2 different widgets to click to save and load. So is there a way to Use Savior for just the AI without having it in a widget , like auto save or something? Otherwise it seems i would have to disable SGK save all together and save and load everything through savior.
You can create a custom BP function where you create “New Slot Instance” then you call “Save Actor” on each of the actors/pawns that you want to save.
Then do the same with “Load Actor” node from an instance of a Savior slot class.
I believe on the player pawn or controller of the demo project there is a sample of that, saving only specific actors instead of using Save World.
They are bound to some raw keyboard functions on the uber graph of the Blueprint.
That is not what is in the demo project.
And there is no point making the _Implementation body a UFUNCTION, that is going to conflict with the UInterface generated function.